* Hatchery Havoc *

Oninuva

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Changelog v1.5:

- Footmen (and racial equivalents) have less health
- Fixed death animation timings (not that anyone noticed)
- Slight terrain improvements
- Units other than "basic melee" may gain bonus damage over time
- Obi Wan
- There's a chance to see a Furbolg!

Your kidding me... Footman got killed..
 

2-P

I will work hard tomorrow
Reaction score
325
>"Cool.
Now, who could possibly notice that..."

Trust me, I thought the same when I wrote that. Look at it from this point, when I report something like this it means that I haven't found many mistakes. :D

>"Barrens is a bit barren in that department..."

Oh my... xD

>"As a general note, there is no "coming back" on a 5 minutes map. (10 if you drag it out)"

Hm yes, but... I have no problem with getting killed after 3 or 4 minutes in a 5-10 minutes game, the thing was that the game was practically over after 1 minute.

>"- Obi Wan"

Aw, now I'm happy, that pretty much prevents getting killed in the beginning. :)


*Map approved. :p

Btw the stillbirth bug happend ONCE again. Not exactly sure why, I took a look at the replay and I think the problem was that I started hatching right in the moment the town hall was upgraded. So I tried that a few times, but it never happend again lol.


>"Your kidding me... Footman got killed.."

Nah, they're still strong enough.
 

Leo

New Member
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14
Fun map, but seems like big multiplayer problems. Like 3/4 time someone drops when map loads, and most people drop during the game randomly. I won half the games simply cause everyone got dropped.
 
M

Mythic Fr0st

Guest
Looks good:p

[OFF TOPIC]

Did you quote this from God?
In the beginning was the word.
And the word said: "I need a progress bar demo map".
And the map was with Ace.
And Ace saw it is good.
In the beginning was the word.
And the word said: "Let there be light".
And God saw it is good.

lol, its pretty similar to some scriptures I've seen from the bible lol
 

2-P

I will work hard tomorrow
Reaction score
325
Wee, thread necromancing.

Fun map, but seems like big multiplayer problems. Like 3/4 time someone drops when map loads, and most people drop during the game randomly. I won half the games simply cause everyone got dropped.

I found the cause of the desyncs. You always drop out when you use the "Select Eggs" ability.
I was so free to play around with the trigger myself and it turned out that the unit group selection is the evil multiplayer killer.

Code:
Select Eggs
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Select Eggs (Charge Gold and Lumber)
    Actions
        Set TempInteger = (Player number of (Owner of (Triggering unit)))
        Set UnitGroup = (Units owned by (Owner of (Triggering unit)) matching ((((Unit-type of (Matching unit)) Equal to Eggs1[TempInteger]) or ((Unit-type of (Matching unit)) Equal to Eggs2[TempInteger])) or ((Unit-type of (Matching unit)) Equal to Eggs3[TempInteger])))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (UnitGroup is empty) Equal to False
            Then - Actions
                [B]Selection - Select UnitGroup for (Owner of (Triggering unit))[/B]
            Else - Actions
                Set PlayerGroup = (Player group((Owner of (Triggering unit))))
                Quest - Display to PlayerGroup the Warning message: No free eggs to sel...
                Custom script:   call DestroyForce( udg_PlayerGroup )
        Custom script:   call DestroyGroup( udg_UnitGroup )

I replaced it with:

Code:
Select Eggs
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Select Eggs (Charge Gold and Lumber)
    Actions
        Set TempInteger = (Player number of (Owner of (Triggering unit)))
        Set UnitGroup = (Units owned by (Owner of (Triggering unit)) matching ((((Unit-type of (Matching unit)) Equal to Eggs1[TempInteger]) or ((Unit-type of (Matching unit)) Equal to Eggs2[TempInteger])) or ((Unit-type of (Matching unit)) Equal to Eggs3[TempInteger])))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (UnitGroup is empty) Equal to False
            Then - Actions
                Selection - Clear selection for (Owner of (Triggering unit))
                Unit Group - Pick every unit in UnitGroup and do (Actions)
                    Loop - Actions
                        Selection - Add (Picked unit) to selection for (Owner of (Triggering unit))
            Else - Actions
                Set PlayerGroup = (Player group((Owner of (Triggering unit))))
                Quest - Display to PlayerGroup the Warning message: No free eggs to sel...
                Custom script:   call DestroyForce( udg_PlayerGroup )
        Custom script:   call DestroyGroup( udg_UnitGroup )

And woah, no more desyncs! :)

...

o_O Don't look at me like that! I know that it sounds really weird.
If you don't want to test it yourself, then I fear you'll have to TRUST me. :p
 

denmax

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Wow.. Massive Bump..

So, you suggest us to replace the triggers which are there to the maps..
 

2-P

I will work hard tomorrow
Reaction score
325
I suggest that the creator of the map updates it.

You know, more work for AceHart, less work for us. ^^
 
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